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Fasteroids (log): September 2, 2017

2 September 2017

charm

I had a bit of a breakthrough with an issue that I was having with one of the objects I was trying to implement. It's now working wonderfully and I figured out how I might make it a bit more interesting. For now I'm going to be a bit sparse on the details until the object is fully implemented as I'd like.

I still haven't started work on enemies or power-ups, but they're coming. In the meantime I've been working on a shooter side scroller in parallel to Fasteroids in order to better understand how I might implement different enemies. Part of the enemy AI actually already got solved with the recent breakthrough, but for the moment I'm focusing on a bit of polish before adding the enemies.

Recently I compiled the game for Ubuntu and noticed it seemed to be fully implemented on the machine I compiled it on. I'm still having issues with installation on other Ubuntu machines, but this may have been my fault for copying an older .deb file. I'm still just targeting the two platforms (sorry Mac OS X users, I don't have a Mac to compile against).

Oops, I posted and forgot to mention I solved the "full screen bug" for Windows 10. You can now press the "F" key to go full screen on Windows 10 systems.